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If thou gaze long into rpgcodex, rpgcodex will also gaze into thee
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# ? May 2, 2018 23:22 |
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# ? May 17, 2024 06:35 |
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Dick Burglar posted:Whoa what the gently caress did I miss re: dev meltdowns? Honestly, nothing important. Game still seems good though.
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# ? May 2, 2018 23:42 |
Dev meltdowns are why we don't have review copies I'm blaming avellone
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# ? May 2, 2018 23:47 |
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Hieronymous Alloy posted:Dev meltdowns are why we don't have review copies Speaking of... have they said anything about an embargo end date, or is it just release day?
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# ? May 2, 2018 23:50 |
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Hieronymous Alloy posted:Dev meltdowns are why we don't have review copies Pretty sure review copies go up on Friday when they upload the preload for the journos n "influencers" to play over the weekend no?
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# ? May 2, 2018 23:59 |
I should be clear: I was not speaking based on facts please replace the phrase "review copies" in my prior post with the phrase "nice things", and "don't" with "can't" Hieronymous Alloy fucked around with this message at 00:05 on May 3, 2018 |
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# ? May 3, 2018 00:03 |
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Some review copies are already out, but they're under NDA till release.
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# ? May 3, 2018 00:05 |
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Oh hey, we are now at 42/55 codes for the scavenger hunt. If you are just checking this thread, be sure to do the scavenger hunt stuff for boat stuff. You won't want to miss out on a stinky pete.
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# ? May 3, 2018 00:06 |
Morning of release day has been the review embargo release for their last few games. Guessing it'll be like 8-9am EST.
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# ? May 3, 2018 00:07 |
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Grinning Goblin posted:Oh hey, we are now at 42/55 codes for the scavenger hunt. If you are just checking this thread, be sure to do the scavenger hunt stuff for boat stuff. You won't want to miss out on a stinky pete. Heck yeah. Still not enough to get us any further on the map, but still, good effort.
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# ? May 3, 2018 00:07 |
Has there been any sighting of the 'create your world state' thing for those without POE1 saves? My understanding is that it's supposed to be as comprehensive as the imported choices are, with only a few npc differences for an actual import.
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# ? May 3, 2018 00:08 |
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Iymarra posted:Has there been any sighting of the 'create your world state' thing for those without POE1 saves? My understanding is that it's supposed to be as comprehensive as the imported choices are, with only a few npc differences for an actual import. Yeah https://twitter.com/jesawyer/status/966864619900846080 it hidden in the options though apparently, they probably want people to just pick a preset or import and go.
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# ? May 3, 2018 00:17 |
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Iymarra posted:Has there been any sighting of the 'create your world state' thing for those without POE1 saves?
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# ? May 3, 2018 00:18 |
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one of the devs showed it on his stream. It's hidden in the options because you actually have a folder with all your import states, so you don't have the go through the whole save state choice for each new playthrough you roll. You instead make an import state, save it, then you import that state in character creation, then if you reroll Ranger instead of Paladin you can still use the same save state without the 20 minute process of setting options
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# ? May 3, 2018 00:20 |
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I still wish there was a good way to make a character that did both melee and range equally well and had a reason to want to switch. About the only character that I can think of that would bother would be a cipher (since melee does more damage and therefore generates more focus, but is more dangerous for a relatively squishy caster) or maybe a chanter, and even then you typically end up getting gear that leads to you sticking with one by the halfway point. I did a ranger playthrough and got pretty far but once I got stormcaller I knew there was zero reason for me to even give that character a melee weapon anymore and I got kinda bored with the character. About the only "good" way to do the ranged-then-melee thing is just gun alpha strikes then swapping to melee.
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# ? May 3, 2018 00:25 |
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Dick Burglar posted:I still wish there was a good way to make a character that did both melee and range equally well and had a reason to want to switch. About the only character that I can think of that would bother would be a cipher (since melee does more damage and therefore generates more focus, but is more dangerous for a relatively squishy caster) or maybe a chanter, and even then you typically end up getting gear that leads to you sticking with one by the halfway point. I did a ranger playthrough and got pretty far but once I got stormcaller I knew there was zero reason for me to even give that character a melee weapon anymore and I got kinda bored with the character. About the only "good" way to do the ranged-then-melee thing is just gun alpha strikes then swapping to melee.
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# ? May 3, 2018 00:32 |
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Whats better gun-wise, Arquebus or pistols akimbo
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# ? May 3, 2018 00:35 |
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both.
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# ? May 3, 2018 00:39 |
Zore posted:Whats better gun-wise, Arquebus or pistols akimbo Arquebus weapon set 1, pistols weapon set 2.
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# ? May 3, 2018 00:40 |
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drat this lady is Sagani except 1000000x better https://twitter.com/WorldofEternity/status/991761745428533255 look at that bird go
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# ? May 3, 2018 00:41 |
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Your Parents posted:I really loved dead money. Yes I know it's lonely over here. Dead Money was the best DLC. OWB was funny but a bitch to play through even with melee.
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# ? May 3, 2018 00:59 |
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Ive heard vanilla OWB the enemies get super bullet spongy but i played through with the jsawyer mod and had a fun time.
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# ? May 3, 2018 01:03 |
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rope kid i'm an influencer on something awful dot com can I have the game please
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# ? May 3, 2018 01:07 |
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frajaq posted:drat this lady is Sagani except 1000000x better As a bird owner, I can confirm that those hops are very accurate.
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# ? May 3, 2018 01:07 |
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Dick Burglar posted:I still wish there was a good way to make a character that did both melee and range equally well and had a reason to want to switch. About the only character that I can think of that would bother would be a cipher (since melee does more damage and therefore generates more focus, but is more dangerous for a relatively squishy caster) or maybe a chanter, and even then you typically end up getting gear that leads to you sticking with one by the halfway point. I did a ranger playthrough and got pretty far but once I got stormcaller I knew there was zero reason for me to even give that character a melee weapon anymore and I got kinda bored with the character. About the only "good" way to do the ranged-then-melee thing is just gun alpha strikes then swapping to melee. ? Can't you do weapon swap rogue that alpha strikes with guns (blunderbuss), switches then melees? Shouldn't that do more DPS and be valid as a build as long as you have two sets of equivalent gear? I think the core complaint is that "wow I got better gear for my melee weapons" which is more a "backer beta is a vertical slice thing," and melee+guns is doubling your gear requirements.
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# ? May 3, 2018 02:29 |
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here's a Discord exclusive code
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# ? May 3, 2018 02:35 |
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Ravenfood posted:Its a shame that the "pistol in one hand, sword in the other" style that you can use doesn't really have any reason to justify it besides style. There's not really enough of an advantage to doing it to cover the weaknesses, imo. I'm probably missing some decent synergy build that you could do. As I understand it's actually not bad at all, since it counts as dual wielding and, as such, you get the dual wielding bonus to both weapons whether your firing your gun at range or swingin' your sword in melee. With the paucity of full attack actions, sword + gun might actually be better then dual wielding in some circumstances, since you'd be attacking just as fast, but only hitting with your mainhand instead of both hands - meaning, you get just as many attacks as dual wielding, but they're all with your one weapon. EDIT: Mixing range and melee is absolutely possible. Paladins were the best at it in PoE1, and probably still the best at it; Flames of Devotion is a full attack, meaning if you're double fisting pistols, you smite with both of them, leading to a general smite -> switch kinda deal (or smite -> smite -> switch, or...you get the idea).
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# ? May 3, 2018 02:44 |
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ProfessorCirno posted:EDIT: Mixing range and melee is absolutely possible. Paladins were the best at it in PoE1, and probably still the best at it; Flames of Devotion is a full attack, meaning if you're double fisting pistols, you smite with both of them, leading to a general smite -> switch kinda deal (or smite -> smite -> switch, or...you get the idea). Does damage resistance bypass with guns apply to the elemental resistance though? I thought gun DR bypass only bypassed crush/pierce/slash resistances, and not the elemental resistances burn/corrode which devotion give you, but I could be 100% wrong on this it's been awhile. If you can stack the passive gun bypass with the extra elemental resistance damage that's pretty lethal against pretty much anything that isn't a weird elemental tank enemy. Plus +20% accuracy is generally good. If gun dr penetration doesn't bypass corrode though you should probably be using this strategy with Crossbows. Urthor fucked around with this message at 03:07 on May 3, 2018 |
# ? May 3, 2018 03:01 |
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as far as I know, there's no way to mount optics, like a tactical spyglass or any other attachments for that matter. a one candle-power candle might have come in useful. bit of a shame.
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# ? May 3, 2018 03:06 |
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frajaq posted:drat this lady is Sagani except 1000000x better All I can think of is the seagulls from Finding Nemo when I watch that, except it's asking "Now?" because it's a fighting birb.
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# ? May 3, 2018 03:08 |
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I managed to finish a new play through before Deadfire was released. I was actually a little happy that it got delayed, because I wouldn't have had time to do that otherwise. It's kind of amazing just how much support this game got post release, not even counting the expansions. I was actually kind of disappointed in the game at launch, but I've replayed it twice now and I've enjoyed it more each time. I played a priest if Wael, and I was a little bummed that there didn't seem to be any unique dialogue, especially considering you converse with him/her directly twice over the course of the game. I am bringing that character into the sequel, but I don't think I'm going to continue as a priest. I was playing him as being pretty disillusioned after the big reveal at the end, so I feel like that fits. I'm thinking of going with some sort of dual class rogue. I haven't studied the mechanics much, I don't like planning out my character in advance too much, especially on a first playthrough.
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# ? May 3, 2018 03:09 |
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Your Parents posted:The original game still has pathing so rough that characters will get stuck trying to circle around things and clip their models into a boundary until it starts vibrating while they freeze up and take no actions rather than try walking the other direction Having to babysit your characters around traps you've already identified seems pointlessly irritating.
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# ? May 3, 2018 03:31 |
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big shout-out to 2house2fly into baiting Avellone to talk more and more
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# ? May 3, 2018 03:32 |
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Just disarm the trap
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# ? May 3, 2018 03:37 |
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Urthor posted:? Can't you do weapon swap rogue that alpha strikes with guns (blunderbuss), switches then melees? Shouldn't that do more DPS and be valid as a build as long as you have two sets of equivalent gear? I... don't think you actually read my post, because you basically just repeated the last sentence in my post that you quoted.
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# ? May 3, 2018 03:37 |
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Inverness posted:It's Deadfire that I'm concerned about. I just watched this video where the mage walks right into two traps at the start of the fight. https://www.youtube.com/watch?v=oH9x2BVs5xw&t=1398s I can't think of a game in this genre I've played that won't happily walk you right into traps even after you've discovered them. Frankly, I wouldn't miss traps a single bit of they just disappeared from cRPGs altogether. Edit: I don't really need them in tabletop RPGs either.
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# ? May 3, 2018 03:38 |
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Basic Chunnel posted:Just disarm the trap
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# ? May 3, 2018 03:42 |
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The fact enemies can trigger them and there are a few forced movement abilities atleast means they will have more reason to exist than none at all in deadfire. Also yeah ive never seen traps used as anything other than an alarm system or a big obvious thing where getting through it safely is basically a puzzle in tabletop rpgs, by good gms atleast.
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# ? May 3, 2018 03:45 |
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Basic Chunnel posted:Just disarm the trap
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# ? May 3, 2018 03:47 |
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# ? May 17, 2024 06:35 |
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The only characters who should be able to avoid traps automatically are all characters in the party who know the exact space that it occupies. Everyone else should be forced to stand still saying, "oh god" and be unable to take any action until the trap is disarmed.
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# ? May 3, 2018 03:55 |